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General Altitude Discussion Discuss anything Altitude related that doesn't belong in another forum. |
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#1
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Degraded net code (in Australian Alti games?)
Hi guys,
Just wondering if anything might have happened in any recent patches to the net code which would affect lag in Australian servers? Both our public servers and match servers appear in the last 4 weeks to be getting a huge amount of extra lag. The servers are run via different ISPs so that rules out an individual hosting issue. This isn't something imagined and it's mostly the 1.5+ years players that are noticing major differences. Thanks for your great work and continued patches, just interested to see if there could be a deeper cause than bad luck. Gruntbuggly Edit: I should also have pointed out that in Aussie Alti we play ball 90% of the time, the other 10% is TBD. Last edited by Gruntbuggly; 09-12-2011 at 04:16 AM. |
#2
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Nothing changed in the netcode, but it's conceivable that there's a new memory leak that could, after a sufficiently long period of play without restart, cause performance issues that look like network spikes (I recently restarted the official servers that seem to have run low on memory after several weeks of play). I recommend checking the server log (~Altitude/log/ServerLauncher.log) for lines like
Server hitch detected: 4430 milliseconds, free memory is 2.5 / 128.0 MB In this case restarting the servers should temporarily fix the problem (until another low memory situation occurs after weeks of play). Otherwise I'd suspect (A) network issues either with some of the players or both of the ISPs, or (B) performance issues with the servers (sometimes a VPS host will begin "overselling" their CPU/memory causing applications hosted on those boxes to experience severe performance issues). |
#3
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Cheers lamster, I'll pass this info on to the server admins.
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#4
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Quote:
Pings are typically fine, but responsiveness is decreasing as far as pick-ups and things like that go. |
#5
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It looks like this is happening once a week or so on the ladder servers.
ServerLauncher.log.2:WARN [2011-09-14 17:56:51,659] [Thread-14]: Server hitch detected: 1508.0 milliseconds, free memory is 4.3 / 89.1 MB ServerLauncher.log.6:WARN [2011-09-09 19:22:13,774] [Thread-8]: Server hitch detected: 1185.0 milliseconds, free memory is 10.0 / 78.9 MB This isn't a VPS however a dedicated box with 32GB of ram. Is there a way to manually increase java memory for the server launcher? Sunshine has mentioned to me people have been complaining of spiky game play when latency looks good (what vip said). Last edited by phong; 09-16-2011 at 08:29 PM. |
#6
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Quote:
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#7
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Us euros have the same problem.
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#8
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Quote:
-Xmx256m What players in this thread have described (poor responsiveness of pick-ups, difficulty passing around some players, despite no obvious ping problems) is essentially always related to packet loss. The most likely explanation here is a (possibly seasonal, time-of-day dependent) degradation in link quality from certain distant regions to the ladder server's internet provider. Packet loss can also occur if the server machine or machines that share its network pool are under heavy network load (e.g. uploading a large automated backup with insufficient throttling can temporarily consume all available upstream bandwidth). |
#9
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Thanks lam, I'll give that a shot and keep lookin
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#10
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Are there any utilities I can use to detect packet loss so we can confirm the cause and see what is possible to fix it?
I'm running one of the servers Gruntbuggly was referring to. |
#11
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There aren't any good ways to see packet loss in the current build (I'll think about adding something), but players experiencing problems could try pinging your server while they play to look for loss.
1) Note the server ip you've connected to in the chat box (e.g. 75.102.27.114) 2) Start -> Run -> cmd 3) start a recurring ping on the target server IP, for example ping -t 75.102.27.114 4) Play for a while, noting periods of poor performance 5) Tab back to the command prompt and press Ctrl+C to terminate the recurring ping. It will print a packet loss statistic (Lost = 31, (8% loss)). Ping packet loss won't necessarily match UDP packet loss, but it correlates very strongly in most cases. |
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